/*
 * Copyright (c) 2008-2009 Ravenhearte Design
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'Ravenhearte Design' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package org.ravenhearte.hardboild.gamelogic.maps;

import java.util.Collection;
import java.util.HashMap;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Random;

import org.ravenhearte.hardboild.assets.NodeAsset;
import org.ravenhearte.hardboild.assets.NodeAsset.AssetType;
import org.ravenhearte.hardboild.gamelogic.*;

import com.jme.scene.Node;

public class TutorialMap {
	private static GameMap map;
	
	public static GameMap getMap() {
		map = new GameMap();
		
		int[] tempLoc = {0, 0, 0};
		GameTile temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {1, 0, 1};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {2, 0, 1};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {3, 0, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {4, 0, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {5, 0, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {6, 0, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {7, 0, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {8, 0, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {0, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {1, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {2, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {3, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		map.addPlacementLocation(tempLoc);
		
		tempLoc = new int[] {4, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {5, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {6, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {7, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		tempLoc = new int[] {8, 1, 0};
		temp = new GameTile(tempLoc);
		map.addTile(temp);
		
		Random rand = new Random();
		
		for(int i = 2; i < 16; i++) {
			for (int j = 0; j < 9; j++) {
				tempLoc = new int[] {j, i, rand.nextInt(3)};
				temp = new GameTile(tempLoc);
				map.addTile(temp);
			}
		}
		
		for(int i = 0; i < 16; i++) {
			for (int j = 9; j < 14; j++) {
				tempLoc = new int[] {j, i, rand.nextInt(3)};
				temp = new GameTile(tempLoc);
				map.addTile(temp);
			}
		}
		
		map.setGeometry(getGeometry(), getPlacementGeometry());
		
		return map;
	}
	
	public static Node getGeometry() {
		Node geometry = new Node("Tutorial Geometry");

		HashMap<String, GameTile> tileMap = map.getTiles();
		Collection<GameTile> tiles = tileMap.values();
		Iterator<GameTile> it = tiles.iterator();
		int i = 0;
		while(it.hasNext()) {
			int[] loc = it.next().getLocation();
			NodeAsset hex = new NodeAsset("MapHex"+i++, AssetType.MODEL);
			hex.load("Hex");
			float xTrans, yTrans, zTrans;
			if(loc[1] % 2 != 0) {
				xTrans = (float)((loc[0] * 1.8) - (1.8 / 2));
			}
			else {
				xTrans = (float)((loc[0] * 1.8));
			}
			yTrans = (float)(loc[1] * 1.5);
			zTrans = (float)(loc[2] * .5);
			hex.get().setLocalTranslation(xTrans, yTrans, zTrans);
			geometry.attachChild(hex.get());
		}
		
		return geometry;
	}
	
	public static Node getPlacementGeometry() {
		Node placementGeometry = new Node("Tutorial Geometry");

		LinkedList<String> tiles = map.getPlacementLocs();
		Iterator<String> it = tiles.iterator();
		int i = 0;
		while(it.hasNext()) {
			String locKey = it.next();
			int[] loc = GameMap.stringToIntArray(locKey);
			NodeAsset hex = new NodeAsset("MapHex"+i++, AssetType.MODEL);
			hex.load("Hex");
			float xTrans, yTrans, zTrans;
			if(loc[1] % 2 != 0) {
				xTrans = (float)((loc[0] * 1.8) - (1.8 / 2));
			}
			else {
				xTrans = (float)((loc[0] * 1.8));
			}
			yTrans = (float)(loc[1] * 1.5);
			zTrans = (float)(loc[2] * .5);
			hex.get().setLocalTranslation(xTrans, yTrans, zTrans);
			
			placementGeometry.attachChild(hex.get());
		}
		
		return placementGeometry;
	}
}
